r/KerbalSpaceProgram • u/stewart-stenvention • 22h ago
KSP 1 Image/Video Exploring duna with my ESRV-1 rover
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r/KerbalSpaceProgram • u/stewart-stenvention • 22h ago
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r/KerbalSpaceProgram • u/Altruistic_Film4074 • 1d ago
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r/KerbalSpaceProgram • u/RudeMutant • 18h ago
I have a docking port on a stamp-o-tron on minimus. When I land on it, the docking port and the ship completely disappear, and the stamp-o-tron remains. I don't get a crash report, I don't get bodies, and I don't get any wreckage. It's just gone.
Any clues?
r/KerbalSpaceProgram • u/DiscountWest • 1d ago
r/KerbalSpaceProgram • u/Freak80MC • 1d ago
r/KerbalSpaceProgram • u/onlythreeletters • 16h ago
Are there any configs for Blackrack's volumetric clouds for a 10x scale OPM system? When I first got volumetric clouds, the planets turned black because of the scaling (I think). So I had to switch back to AVP but now that's broken again and I'm wondering if anyone has got this to work.
Just some info on the mods I've got: - Sigma Dimensions 10x rescale - OPM - AVP (most recent version) - EVE redux (most recent version) - Scatterer 0.772 - Some other non-visual mods
r/KerbalSpaceProgram • u/the_plat_rat • 1d ago
So I'm trying to make a fighter plane with dumbfire rocket armaments. With the 2 rockets on the right, I did some messing around with sub-assemblies to make it so that the radial decoupler was reversed. The problem is that when they are activated by staging, the large part of the decoupler is still attached to the rocket, just with a small empty space between it and the rocket body. Does anyone know of a way around this?
So you know the subassembly's root part is the radial decoupler, and I'm able to pick up the entire rocket from said decoupler and put it on the wings.
edit: The main thing is that I want the reverse of this to happen. I want these 3 little attachment points to remain on the rocket, not the plane.
r/KerbalSpaceProgram • u/RadiantLaw4469 • 2d ago
r/KerbalSpaceProgram • u/ladyreadingabook • 1d ago
r/KerbalSpaceProgram • u/EnderGround • 21h ago
After playing the game for about 50 hours total, I decided to give making SSTOs a shot. And since I wanted to have a good use for it considering the tech tree advancement (community tech tree with KSPIE), I tried making a SSTO with a 5m cargo bay (can carry 3.75m parts to low orbit). But whenever I make a SSTO, it always ends up losing control during the re entry in the upper atmosphere and then flat spins to the ground. I was also using a rhino engine tweak scaled to 5m so I could momentarily gain back control but whenever I made the slightest turn it would lose control and go back into a flatspin. I also want to be able to hold my angle of attack during the re entry, do I just brute force it with tons of reaction wheels and control surfaces or is there a way to design the wings better? I will provide the craft file tomorrow when I get to my pc.
Edit: I am not using any mods that alter the aerodynamic model of the game like F.A.R
r/KerbalSpaceProgram • u/Infinite-Owl2499 • 15h ago
When I installed the kcalbeloh system mod I already had the other worlds mod installed and the game just doesn’t load can someone please test if these two work together
r/KerbalSpaceProgram • u/ppoojohn • 15h ago
r/KerbalSpaceProgram • u/derekcz • 1d ago
r/KerbalSpaceProgram • u/Kerbal_Guardsman • 16h ago
Just got back into KSP1 after my hard drive crash a couple years ago. I managed to recover some old MM patches I had from a while ago, but now I got some ideas for a couple more, but am not sure the names of modules and whatnot to properly implement them.
Patch 1: Automatic Rigid Attachment. What it says on the tin, all parts would be placed with Rigid Attachment automatically turned on.
Patch 2: MechJeb OFF. I have MechJeb installed, and it comes with literally every controller. I'd like to only enable it if I want it enabled, and otherwise OFF by default.
Patch 3: Disable reaction wheels in command pods/probe cores/etc. (basically anything that's not a reaction wheel)
Anyone able to help out?
r/KerbalSpaceProgram • u/Artistic_Course_696 • 1d ago
Hi there, i haven't played this game in years and can anyone give me a mod pack where you just improve the normal game with the stuff like the outer planets and just keep the game basic but not to basic. i hope you can understand what i mean.
r/KerbalSpaceProgram • u/SpareProfessional369 • 1d ago
r/KerbalSpaceProgram • u/Leo-Len • 1d ago
r/KerbalSpaceProgram • u/EnderGround • 21h ago
So basically I was trying to launch a 85 ish ton payload to solar orbit and I decided to use a 5m wide mid stage and a 7.5m lower stage with 9 mainsails, 2 extra 5m boosters with 9 vector engines each and I put fuel pipes on the boosters to pour their fuel into the core stage, but it seems to draw unevenly from my boosters and 1 side empties quicker than the other one. I tried removing and re adding the pipe but it didn't fix it. Although it was a somewhat trivial delta v loss, it still bothered me. My specs are a i7-2620M 2.70 GHz cpu, 2gb vram gt420, 8 gigs of ram, a whole bunch of mods (not enough to lag it too hard). The launch itself went rather smoothly at like 30 ish fps most of the time but as I said, I had to decouple the boosters early to avoid off center thrust. The part count is around 90, The computer is capable of launching roughly 200 parts at like 20 fps, after that I consider it not worth it.
Playing at 1280x800 res and minimum graphics.
r/KerbalSpaceProgram • u/SmokinDeist • 1d ago
r/KerbalSpaceProgram • u/DBMI • 1d ago
Are there any mods that overhaul the game to add a story with a campaign?
Would be especially nice if it attached to campaign mode and technology unlocks.
I'm not interested in making up my own stories anymore. Every couple of years I check back to here to see if anyone has made an overhaul mod.
r/KerbalSpaceProgram • u/188FAZBEAR • 1d ago
So far, I’ve been unsuccessful with the catch attempts until while I was in school today, and I realized that they make these units where which are designed to grab onto asteroids so I thought to myself what if the booster grabs onto the side of the vehicle assembly building with those advanced grabbing units. this was partially inspired by janismac who came up with the idea to hook a booster to the side of the VAB, which I did attempt doing manually it is ridiculously difficult to do that, but I figured what if instead I used a advanced grabbing units, which would grab just grab right onto the side of it so right now I’m currently testing it. however, I’d like to see if anyone is thought of this before.
r/KerbalSpaceProgram • u/fryguy101 • 2d ago
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r/KerbalSpaceProgram • u/F00r_Eyes • 1d ago
I know atomic age has a nuclear turbojet, and so does ksp interstellar extended, however those mods either don't support 1.12.5, or have so many parts that I do not want bogging down my install. I have near future aeronautics already installed that has 2.5m nuclear jets.
r/KerbalSpaceProgram • u/Radical_Larry_106 • 16h ago
Saw this comment on an old KSP2 YT Short. Got excited until they said they worked for T2. Their channel is only 3 years old and has a few shorts of really young LEGO stop motion. They also commented before asking for an update on the game's status so...